I always skip building references when I load plugins. You asked, "If I want to find all errors in a particular plugin file, can I build references ONLY for that plugin file?" The answer is: yes. I can't even load Skyrim.esm when running through MO, but can load it when not running through MO. Probably something that I'm doing but I can't for the life of me figure out what.
It's just Mod Dump that isn't working and I currently have no idea why. I'm using Mod Organizer 1.3.11, and TES5Edit works fine. Since TES5Edit was a 32-bit app it may not have had any issues so what I am saying is pertinent. Skyrim ran in a 32-bit environment and MO for Skryim used a 32-bit environment. It may not be anything you are doing wrong.
So while your issue seems simple enough if you take MO out of the equation does it still happen? If not then it's because of how MO2 handles 32 bit apps and Tannin just needs to do more work still. Programs like LOOT, Wrye Flash, and 圎dit will not be built to be 64-bit apps. MO2 for Fallout 4, even though I hear Beta 1 is working better is trying to account for the fact that 圎dit is a 32-Bit app. Once done, everything will be working as expected.I know this may not be feasible for you and it's not what you are asking about but does it happen on another machine without MO. Once you are done fixing any other navmeshes you need to fix, you need to load the mod into the CK and save it so the internal navmesh info table is updated properly. Ideally of course we shouldn't have to do this at all but at least now it can be done safely. Once you've done a few of these it will become a lot easier to deal with. If you have more navmeshes to fix, repeat the procedure for those as well. All of your data will be perfectly preserved but will now be editing the proper navmesh.
It doesn't update all these records properly.Ĭongratulations, this navmesh is now fixed! If this was the only one you needed to correct, you can close the CK and TES5Edit now and save the file when prompted. It's this phase here that the CK doesn't handle correctly when removing navmeshes via its own details screen and results in the CK crashing trying to reload the mod. You'll get a second prompt saying they were successfully updated. This box is asking this because other records refer to the navmesh and need to be updated so they match. Right click on one of the entries that's showing and "select all", then hit OK. After pressing enter, you maybe presented with a box that looks like this: When asked to input the new ID, replace it with the ID of the vanilla navmesh you just removed (in this case 000F26C0). Now right click on the form ID for the navmesh you want to fix (in this case 01022CC9) and select "change form ID". You should be seeing something like this now: Say yes, and you'll get a second prompt asking if you're sure this record is the one you want to remove. You will be warned to think about what you're doing. Now on the left pane, right click on this entry and select remove. Notice in the righthand pane it is listed as deleted. In TES5Edit, note the form ID highlighted in yellow that starts with 00. In the case of the Pinewood example, you want the very first one that shows the largest number of triangles. This is going to take some knowledge of what you've done and will be the hardest part of all this. In the CK, look at the form ID for the navmeshes.
You'll be taken to the location in Skyrim.esm where the ID exists.ĬTRL+Left Click on the name of your cell in your file and you'll be taken to the location in your mod where the form is edited.Įxpand the tree so you can see your navmesh data listed. Enter one of them into the box and press enter. At the top left is a box to search for form IDs. Keep the CK open and load the file in TES5Edit. You can get the form ID of a cell by hovering over the name in the left hand side of the cell window. The easiest way to go about this is to open the CK, find each of the cells you're working with, and gather up their form IDs. Note the cell(s) being reported in the warnings file. This can be fixed relatively easily with TES5Edit. In either case, if the error being shows is consistent, you have a vanilla navmesh that's been deleted. You accidentally merged two navmeshes the CK listed as islands. You deleted a vanilla navmesh using the cell window in the CK.Ģ. The errors will be listed in the EditorWarnings.txt file in your Skyrim folder.ġ. PATHFINDING: NavMesh in cell Pinewood (Tamriel) should be refinalized, there are navmesh bounds missing